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// license:BSD-3-Clause
// copyright-holders:Roberto Fresca
// thanks-to:Iris Falbala,Rob Ragon
/*************************************************************************************

  /\/\<< Kasino '89 >>/\/\

  6-players electronic roulette.
  Video field + physical LEDs roulette.

  Driver by Roberto Fresca.


  Running in this hardware:

  Kasino '89,  SFC SRL, 1989.
  Osel '93,    SFC SRL, 1993.


  Special thanks to Rob Ragon and Tomasz Slanina for their invaluable help.
  Also big thanks to Iris Falbala and Sofia Kiara for the beta-testing stage.

  For better results, use the associated artwork. Will allow you to see
  the roulette with all the working LEDs and lamps...


**************************************************************************************

  Hardware specs:

  Seems to be a MSX2 system on steroids...

  1x Potted CPU box (1x Z80 @ 3.578 MHz. + encrypted program ROM inside).
  1x Z80 (audio) @ 3.578 MHz.
  AY-3-8910 @ 1789 kHz.

  1x Unknown metallic brick (Yamaha MSX2 VDP inside).

  1x 8 DIP switches bank.

  1x Xtal: 21.477 MHz.

  1x Plastic roulette with 37 LEDs


  NOTES:

  - Addressing and data lines are fully scrambled inside the epoxy CPU box.
    Also there are PLDs connected between them.

  - Another board has both Z80's running at 3.336 MHz., but we strongly think
    that they tied a 20MHz crystal due to lack of 21.477MHz ones stock.

  - You can see the scrambling stuff inside the CPU box through a X-RAY picture,
    and other reverse-engineering steps here: http://www.robertofresca.com/


**************************************************************************************

  Tech Notes...

  - NMI of main Z80 is connected to a 138Hz. oscillator AND bit6 of port $82.
    That means NMI should be triggered each 138Hz. *only* if bit6 of port $82
    remains active.

  - NMI of second Z80 is connected directly to a 138Hz. oscillator.

  - INT of second Z80 is coming from 2 places:
    The HOLD/ASSERT (flanco descendente) is done by the main Z80 through IO port &85,
    and the CLEAR part (flanco ascendente) is autogenerated using the IO port $00.

  - The AY-8910 is clocked 1789 kHz, and has nothing connected at simple sight.


**************************************************************************************

  Roulette's LEDs Support.
  -----------------------

  Ports $83/$84 handle the roulette's LEDs in a multiplexed way...
  Port $84 is the selector, while port $83 carry the LEDs set.

  Checks:

  00: OK 40-02       10: OK 08-10       20: OK 10-08       30: OK 40-10
  01: OK 20-08       11: OK 01-01       21: OK 02-02       31: OK 04-08
  02: OK 01-02       12: OK 04-04       22: OK 01-08       32: OK 20-02
  03: OK 01-04       13: OK 04-01       23: OK 10-10       33: OK 40-08
  04: OK 04-02       14: OK 08-08       24: OK 02-10       34: OK 20-01
  05: OK 04-10       15: OK 10-02       25: OK 80-01       35: OK 02-04
  06: OK 10-01       16: OK 01-10       26: OK 80-02       36: OK 02-01
  07: OK 10-04       17: OK 40-01       27: OK 08-01
  08: OK 20-10       18: OK 40-04       28: OK 08-04
  09: OK 02-08       19: OK 08-02       29: OK 20-04

  .------------------++----+----+----+----+----+----+----+----.
  |  Set \ Writes... || 80 | 40 | 20 | 10 | 08 | 04 | 02 | 01 |
  +------------------++----+----+----+----+----+----+----+----+
  +------------------++----+----+----+----+----+----+----+----+
  |  Set 01 numbers  || 25 | 17 | 34 | 06 | 27 | 13 | 36 | 11 |
  +------------------++----+----+----+----+----+----+----+----+
  |  Set 02 numbers  || 26 | 00 | 32 | 15 | 19 | 04 | 21 | 02 |
  +------------------++----+----+----+----+----+----+----+----+
  |  Set 04 numbers  || -- | 18 | 29 | 07 | 28 | 12 | 35 | 03 |
  +------------------++----+----+----+----+----+----+----+----+
  |  Set 08 numbers  || -- | 33 | 01 | 20 | 14 | 31 | 09 | 22 |
  +------------------++----+----+----+----+----+----+----+----+
  |  Set 10 numbers  || -- | 30 | 08 | 23 | 10 | 05 | 24 | 16 |
  '------------------++----+----+----+----+----+----+----+----'


**************************************************************************************

  Inputs...

  Scanned BUS:
  .-.
  | |-D0--- BET Button.
  | |-D1--- DOWN Button.
  | |-D2--- RIGHT Button.
  | |-D3--- LEFT Button.
  | |-D4--- UP Button.
  | |-D5--- OUT Credits.
  | |-D6--- IN Credits.
  | |-D7--- Audit/Test.
  '-'

  Whilst in Audit/Test mode, pressing the ADVANCE button, you can enter into
  screen and inputs test mode.

  This ADVANCE button, is routed into a latch with D0, sharing with BET button.


**************************************************************************************

  Game Notes:
  -----------

  You have 3 controls for operators.
  The Operator/Habilitation Key, the Audit/Test Mode switch and the Advance button.

  To enter the game, you should turn the Audit/Test switch ON, then OFF, otherwise
  a louder and annoying alarm will warn you about.

  Once in game, you need to turn ON the Operator/Habilitation Key to allow credit IN
  and OUT all 6 players. If the key is OFF, the IN/OUT credit system will not work,
  getting the game only in attract mode.


  * Audit/Test Mode

  There are 2 controls inside the cab:
  1x Audit/Test Switch.
  1x Avance Pantalla (Advance) button.

  In the disclaimer, turn the Audit/Test Switch ON.
  You can see a screen with all the bookkeepings.

  While in Audit mode, you need to press the ADVANCE button to enter the first test.

  Black screen. All roulette LEDs ON.

  then...

  White screen. Test all sequenced LEDs in both ways, when pressing the CREDIT IN/OUT
  buttons. You need the Habilitation key ON to do this test.

  Press ADVANCE again, and you'll see the color palette screen.

  Press ADVANCE again, and you'll see the grid pattern screen.

  Press ADVANCE again, and you'll enter the input test mode. All control buttons from
  each player, including Credits IN/OUT will be shown here.

  Press ADVANCE again, and you'll arrive to the Audit screen again.

  To exit the Audit/Test mode, turn OFF the Audit/Test switch. you'll enter the game.


**************************************************************************************

  TODO:

  - Check why some sound events are louder than others (volume balance?).
  - Fix NVRAM.
  - PCB layout.


*************************************************************************************/


#include "emu.h"
#include "cpu/z80/z80.h"
#include "machine/gen_latch.h"
#include "machine/nvram.h"
#include "machine/timer.h"
#include "sound/ay8910.h"
#include "video/v9938.h"
#include "speaker.h"

#include "kas89.lh"


#define MASTER_CLOCK        XTAL(21'477'272)
#define VDP_MEM             0x40000


class kas89_state : public driver_device
{
public:
	kas89_state(const machine_config &mconfig, device_type type, const char *tag) :
		driver_device(mconfig, type, tag),
		m_maincpu(*this, "maincpu"),
		m_audiocpu(*this, "audiocpu"),
		m_soundlatch(*this, "soundlatch"),
		m_pl(*this, "PL%u", 1),
		m_svc(*this, "SVC"),
		m_dsw(*this, "DSW"),
		m_unk(*this, "UNK"),
		m_lamps(*this, "lamp%u", 0U)
	{ }

	void kas89(machine_config &config);

	void init_kas89();

protected:
	virtual void machine_start() override;
	virtual void machine_reset() override;

private:
	void mux_w(uint8_t data);
	uint8_t mux_r();
	void control_w(uint8_t data);
	void sound_comm_w(uint8_t data);
	void int_ack_w(uint8_t data);
	void led_mux_data_w(uint8_t data);
	void led_mux_select_w(uint8_t data);
	TIMER_DEVICE_CALLBACK_MEMBER(nmi_cb);
	TIMER_DEVICE_CALLBACK_MEMBER(sound_nmi_cb);
	void audio_io(address_map &map);
	void audio_map(address_map &map);
	void kas89_io(address_map &map);
	void kas89_map(address_map &map);

	uint8_t m_mux_data;
	uint8_t m_main_nmi_enable;

	uint8_t m_leds_mux_selector;
	uint8_t m_leds_mux_data;
	uint8_t m_outdata;            // Muxed with the sound latch. Output to a sign?

	required_device<cpu_device> m_maincpu;
	required_device<cpu_device> m_audiocpu;
	required_device<generic_latch_8_device> m_soundlatch;
	required_ioport_array<6> m_pl;
	required_ioport m_svc;
	required_ioport m_dsw;
	required_ioport m_unk;
	output_finder<38> m_lamps;
};


/*************************************
*       Machine Start & Reset        *
*************************************/

void kas89_state::machine_start()
{
	m_lamps.resolve();
	m_lamps[37] = 0;   // turning off the operator led

	save_item(NAME(m_mux_data));
	save_item(NAME(m_main_nmi_enable));
	save_item(NAME(m_leds_mux_selector));
	save_item(NAME(m_leds_mux_data));
	save_item(NAME(m_outdata));
}

void kas89_state::machine_reset()
{
	m_main_nmi_enable = 0;
}


/****************************************
*  Input Ports Demux & Common Routines  *
****************************************/

void kas89_state::mux_w(uint8_t data)
{
/*  - bits -
    7654 3210
    xxxx xxxx   Input selector.

    Writes: 1-2-4-8-10-20-40-3f. Only 80 (for DSW) at very beginning...
*/

	m_mux_data = data;
}

uint8_t kas89_state::mux_r()
{
	switch(m_mux_data)
	{
		case 0x01: return m_pl[0]->read();
		case 0x02: return m_pl[1]->read();
		case 0x04: return m_pl[2]->read();
		case 0x08: return m_pl[3]->read();
		case 0x10: return m_pl[4]->read();
		case 0x20: return m_pl[5]->read();
		case 0x40:
		{
			m_lamps[37] = BIT(~m_svc->read(), 5);  // Operator Key LAMP
			return m_svc->read();
		}
		case 0x80: return m_dsw->read();    // Polled at $162a through NMI routine
		case 0x3f: return m_unk->read();
	}

	logerror("Mux_data %02X\n", m_mux_data);
	return m_mux_data;
}

TIMER_DEVICE_CALLBACK_MEMBER(kas89_state::nmi_cb)
{
	if (m_main_nmi_enable)
		m_maincpu->pulse_input_line(INPUT_LINE_NMI, attotime::zero);
}

TIMER_DEVICE_CALLBACK_MEMBER(kas89_state::sound_nmi_cb)
{
	m_audiocpu->pulse_input_line(INPUT_LINE_NMI, attotime::zero);
}


void kas89_state::control_w(uint8_t data)
{
/*  - bits -
    7654 3210
    ---- ---x   Credits In counter (x10). Active low.
    ---- --x-   Credits Out counter (x1). Active low.
    ---- -x--   Unknown. Active low.
    -x-- ----   NMI enable. Active high.
    x-xx x---   Unused.
*/

	m_main_nmi_enable = data & 0x40;

	machine().bookkeeping().coin_counter_w(0, (data ^ 0xff) & 0x01); // Credits In counter
	machine().bookkeeping().coin_counter_w(1, (data ^ 0xff) & 0x02); // Credits Out counter
}

void kas89_state::sound_comm_w(uint8_t data)
{
/*  This port is used mainly for sound latch, but bit6 activates a
    sort of output port (maybe for a sign?)

    bit6 = 0 ; sound latch.
    bit6 = 1 ; outport data.

    Once the ball is landed, the outport writes the winner number
    14 times (as an intermittent way).

    When the attract starts, just before the game title appear, $3f
    is written to the outport... (maybe to clear the possible sign).

*/


	if (data & 0x40)
	{
		m_outdata = (data ^ 0x40);  // Pure data. Without the activator bit

		if (m_outdata == 0x3f)
		{
			uint8_t i;
			for ( i = 0; i < 37; i++ )
			{
				m_lamps[i] = 0;    // All roulette LEDs OFF
			}
		}

		logerror("Outdata: Write %02x\n", m_outdata);
	}

	else
	{
		m_soundlatch->write(data);
		m_audiocpu->set_input_line(0, ASSERT_LINE);
	}
}

void kas89_state::int_ack_w(uint8_t data)
{
	m_audiocpu->set_input_line(0, CLEAR_LINE);
}


/****************************************
*   Output Ports Demux & LEDs Support   *
****************************************/

void kas89_state::led_mux_data_w(uint8_t data)
{
/*  - bits -
    7654 3210
    xxxx xxxx   LEDs data.
*/

	m_leds_mux_data = data;
}

void kas89_state::led_mux_select_w(uint8_t data)
{
/*  - bits -
    7654 3210
    ---x xxxx   LEDs Set selector.
*/

	m_leds_mux_selector = data;

	uint8_t i;
	for ( uint8_t i = 0; i < 37; i++ )
	{
		m_lamps[i] = 0;    // All LEDs OFF
	}

	switch(data)
	{
		case 0x00:
		{
			for ( i = 0; i < 37; i++ )
			{
				m_lamps[i] = 0;    // All LEDs OFF
			}
		}

		case 0x01:
		{
			m_lamps[11] = BIT(m_leds_mux_data, 0);  // Number 11 LED
			m_lamps[36] = BIT(m_leds_mux_data, 1);  // Number 36 LED
			m_lamps[13] = BIT(m_leds_mux_data, 2);  // Number 13 LED
			m_lamps[27] = BIT(m_leds_mux_data, 3);  // Number 27 LED
			m_lamps[06] = BIT(m_leds_mux_data, 4);  // Number  6 LED
			m_lamps[34] = BIT(m_leds_mux_data, 5);  // Number 34 LED
			m_lamps[17] = BIT(m_leds_mux_data, 6);  // Number 17 LED
			m_lamps[25] = BIT(m_leds_mux_data, 7);  // Number 25 LED
			break;
		}

		case 0x02:
		{
			m_lamps[ 2] = BIT(m_leds_mux_data, 0);  // Number  2 LED
			m_lamps[21] = BIT(m_leds_mux_data, 1);  // Number 21 LED
			m_lamps[ 4] = BIT(m_leds_mux_data, 2);  // Number  4 LED
			m_lamps[19] = BIT(m_leds_mux_data, 3);  // Number 19 LED
			m_lamps[15] = BIT(m_leds_mux_data, 4);  // Number 15 LED
			m_lamps[32] = BIT(m_leds_mux_data, 5);  // Number 32 LED
			m_lamps[ 0] = BIT(m_leds_mux_data, 6);  // Number  0 LED
			m_lamps[26] = BIT(m_leds_mux_data, 7);  // Number 26 LED
			break;
		}

		case 0x04:
		{
			m_lamps[ 3] = BIT(m_leds_mux_data, 0);  // Number  3 LED
			m_lamps[35] = BIT(m_leds_mux_data, 1);  // Number 35 LED
			m_lamps[12] = BIT(m_leds_mux_data, 2);  // Number 12 LED
			m_lamps[28] = BIT(m_leds_mux_data, 3);  // Number 28 LED
			m_lamps[ 7] = BIT(m_leds_mux_data, 4);  // Number  7 LED
			m_lamps[29] = BIT(m_leds_mux_data, 5);  // Number 29 LED
			m_lamps[18] = BIT(m_leds_mux_data, 6);  // Number 18 LED
			break;
		}

		case 0x08:
		{
			m_lamps[22] = BIT(m_leds_mux_data, 0);  // Number 22 LED
			m_lamps[ 9] = BIT(m_leds_mux_data, 1);  // Number  9 LED
			m_lamps[31] = BIT(m_leds_mux_data, 2);  // Number 31 LED
			m_lamps[14] = BIT(m_leds_mux_data, 3);  // Number 14 LED
			m_lamps[20] = BIT(m_leds_mux_data, 4);  // Number 20 LED
			m_lamps[ 1] = BIT(m_leds_mux_data, 5);  // Number  1 LED
			m_lamps[33] = BIT(m_leds_mux_data, 6);  // Number 33 LED
			break;
		}

		case 0x10:
		{
			m_lamps[16] = BIT(m_leds_mux_data, 0);  // Number 16 LED
			m_lamps[24] = BIT(m_leds_mux_data, 1);  // Number 24 LED
			m_lamps[ 5] = BIT(m_leds_mux_data, 2);  // Number  5 LED
			m_lamps[10] = BIT(m_leds_mux_data, 3);  // Number 10 LED
			m_lamps[23] = BIT(m_leds_mux_data, 4);  // Number 23 LED
			m_lamps[ 8] = BIT(m_leds_mux_data, 5);  // Number  8 LED
			m_lamps[30] = BIT(m_leds_mux_data, 6);  // Number 30 LED
			break;
		}

		case 0xff:
		{
			for ( i = 0; i < 37; i++ )
			{
				m_lamps[i] = 1;    // All LEDs ON
			}
		}
	}
}


/**************************************
*             Memory Map              *
**************************************/

void kas89_state::kas89_map(address_map &map)
{
	map(0x0000, 0x7fff).rom();
	map(0x0037, 0x0037).nopw();    // WTF?
	map(0x8000, 0x81ff).ram();     // empty
	map(0x8200, 0x83ff).ram();     // 8200-83ff (PL1)
	map(0x8400, 0x85ff).ram();     // 8400-85ff (PL2)
	map(0x8600, 0x87ff).ram();     // 8600-87ff (PL3)
	map(0x8800, 0x89ff).ram();     // 8800-89ff (PL4)
	map(0x8a00, 0x8bff).ram();     // 8a00-8bff (PL5)
	map(0x8c00, 0x8dff).ram();     // 8c00-8dff (PL6)
	map(0x8e00, 0x8fff).ram();     // empty
	map(0x9000, 0x97ff).ram();
	map(0x9800, 0x9fff).ram().share("nvram");
}

void kas89_state::kas89_io(address_map &map)
{
	map.global_mask(0xff);
	map(0x40, 0x43).rw("v9938", FUNC(v9938_device::read), FUNC(v9938_device::write));
	map(0x80, 0x80).w(FUNC(kas89_state::mux_w));
	map(0x81, 0x81).r(FUNC(kas89_state::mux_r));
	map(0x82, 0x82).w(FUNC(kas89_state::control_w));    // Bit6 trigger the 138Hz osc. tied to main Z80's NMI.
	map(0x83, 0x83).w(FUNC(kas89_state::led_mux_data_w));
	map(0x84, 0x84).w(FUNC(kas89_state::led_mux_select_w));
	map(0x85, 0x85).w(FUNC(kas89_state::sound_comm_w));
}

/*
  900d --- (RAM) NMI stores the read from / write to port $82

  Write to $82 -> 07  ; Disable main CPU NMI
  Write to $82 -> 47  ; Enable main CPU NMI
  Write to $83 -> 02  ; LEDs data
  Write to $84 -> 01  ; LEDs selector
  Write to $85 -> 64  ; Write winner number (+ bit6 active)
  Write to $85 -> 04  ; Write to audio CPU.
  Write to $82 -> 07  ; Disable main CPU NMI

  Write to $82 -> 07  ; Disable main CPU NMI
  Write to $82 -> 47  ; Enable main CPU NMI
  Write to $83 -> 00  ; LEDs data
  Write to $84 -> 00  ; LEDs selector
  Write to $85 -> 64  ; Write winner number (+ bit6 active)
  Write to $85 -> 03  ; Write to audio CPU.
  Write to $82 -> 07  ; Disable main CPU NMI

  NMI enable/disable:

  4a88 : push af
  4a89 : ld   a,($900d)
  4a8c : set  6,a
  4a8e : ld   ($900d),a
  4a91 : out  ($82),a
  4a93 : pop  af
  4a94 : ret

  4a95 : push af
  4a96 : ld   a,($900d)
  4a99 : res  6,a
  4a9b : ld   ($900d),a
  4a9e : out  ($82),a
  4aa0 : pop  af
  4aa1 : ret
*/

void kas89_state::audio_map(address_map &map)
{
	map(0x0000, 0x0fff).rom();
	map(0xc000, 0xc7ff).ram();
}

void kas89_state::audio_io(address_map &map)
{
	map.global_mask(0xff);
	map(0x00, 0x00).w(FUNC(kas89_state::int_ack_w));    // comm out (1st Z80). seems to write here the value previously read through soundlatch (port 0x02).
	map(0x02, 0x02).r(m_soundlatch, FUNC(generic_latch_8_device::read));
	map(0x04, 0x04).r("aysnd", FUNC(ay8910_device::data_r));
	map(0x04, 0x05).w("aysnd", FUNC(ay8910_device::data_address_w));
}


/**************************************
*            Input Ports              *
**************************************/

static INPUT_PORTS_START( kas89 )

	PORT_START("PL1")
	PORT_BIT( 0x01, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_LCONTROL) PORT_NAME("Player 1 - Bet")
	PORT_BIT( 0x02, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_DOWN)     PORT_NAME("Player 1 - Down")
	PORT_BIT( 0x04, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_LEFT)     PORT_NAME("Player 1 - Left")
	PORT_BIT( 0x08, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_RIGHT)    PORT_NAME("Player 1 - Right")
	PORT_BIT( 0x10, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_UP)       PORT_NAME("Player 1 - Up")
	PORT_BIT( 0x20, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_Z)        PORT_NAME("Player 1 - Credits OUT")
	PORT_BIT( 0x40, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_1)        PORT_NAME("Player 1 - Credits IN")
	PORT_BIT( 0x80, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_LALT)     PORT_NAME("Player 1 - Unknown")

	PORT_START("PL2")
	PORT_BIT( 0x01, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_7_PAD) PORT_NAME("Player 2 - Bet")
	PORT_BIT( 0x02, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_2_PAD) PORT_NAME("Player 2 - Down")
	PORT_BIT( 0x04, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_4_PAD) PORT_NAME("Player 2 - Left")
	PORT_BIT( 0x08, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_6_PAD) PORT_NAME("Player 2 - Right")
	PORT_BIT( 0x10, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_8_PAD) PORT_NAME("Player 2 - Up")
	PORT_BIT( 0x20, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_X)     PORT_NAME("Player 2 - Credits OUT")
	PORT_BIT( 0x40, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_2)     PORT_NAME("Player 2 - Credits IN")
	PORT_BIT( 0x80, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_5_PAD) PORT_NAME("Player 2 - Unknown")

	PORT_START("PL3")
	PORT_BIT( 0x01, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_Q) PORT_NAME("Player 3 - Bet")
	PORT_BIT( 0x02, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_S) PORT_NAME("Player 3 - Down")
	PORT_BIT( 0x04, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_A) PORT_NAME("Player 3 - Left")
	PORT_BIT( 0x08, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_D) PORT_NAME("Player 3 - Right")
	PORT_BIT( 0x10, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_W) PORT_NAME("Player 3 - Up")
	PORT_BIT( 0x20, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_C) PORT_NAME("Player 3 - Credits OUT")
	PORT_BIT( 0x40, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_3) PORT_NAME("Player 3 - Credits IN")
	PORT_BIT( 0x80, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_E) PORT_NAME("Player 3 - Unknown")

	PORT_START("PL4")
	PORT_BIT( 0x01, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_R) PORT_NAME("Player 4 - Bet")
	PORT_BIT( 0x02, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_T) PORT_NAME("Player 4 - Up")
	PORT_BIT( 0x04, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_H) PORT_NAME("Player 4 - Right")
	PORT_BIT( 0x08, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_F) PORT_NAME("Player 4 - Left")
	PORT_BIT( 0x10, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_G) PORT_NAME("Player 4 - Down")
	PORT_BIT( 0x20, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_V) PORT_NAME("Player 4 - Credits OUT")
	PORT_BIT( 0x40, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_4) PORT_NAME("Player 4 - Credits IN")
	PORT_BIT( 0x80, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_Y) PORT_NAME("Player 4 - Unknown")

	PORT_START("PL5")
	PORT_BIT( 0x01, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_U) PORT_NAME("Player 5 - Bet")
	PORT_BIT( 0x02, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_I) PORT_NAME("Player 5 - Up")
	PORT_BIT( 0x04, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_L) PORT_NAME("Player 5 - Right")
	PORT_BIT( 0x08, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_J) PORT_NAME("Player 5 - Left")
	PORT_BIT( 0x10, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_K) PORT_NAME("Player 5 - Down")
	PORT_BIT( 0x20, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_B) PORT_NAME("Player 5 - Credits OUT")
	PORT_BIT( 0x40, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_5) PORT_NAME("Player 5 - Credits IN")
	PORT_BIT( 0x80, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_O) PORT_NAME("Player 5 - Unknown")

	PORT_START("PL6")
	PORT_BIT( 0x01, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_ENTER) PORT_NAME("Player 6 - Bet")
	PORT_BIT( 0x02, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_HOME)  PORT_NAME("Player 6 - Up")
	PORT_BIT( 0x04, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_PGDN)  PORT_NAME("Player 6 - Right")
	PORT_BIT( 0x08, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_DEL)   PORT_NAME("Player 6 - Left")
	PORT_BIT( 0x10, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_END)   PORT_NAME("Player 6 - Down")
	PORT_BIT( 0x20, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_N)     PORT_NAME("Player 6 - Credits OUT")
	PORT_BIT( 0x40, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_6)     PORT_NAME("Player 6 - Credits IN")
	PORT_BIT( 0x80, IP_ACTIVE_LOW, IPT_OTHER ) PORT_CODE(KEYCODE_PGUP)  PORT_NAME("Player 6 - Unknown")

	PORT_START("SVC")
	PORT_BIT( 0x01, IP_ACTIVE_LOW, IPT_SERVICE ) PORT_CODE(KEYCODE_0) PORT_NAME("Avance Pantalla (Advance)")
	PORT_BIT( 0x02, IP_ACTIVE_LOW, IPT_UNKNOWN )
	PORT_BIT( 0x04, IP_ACTIVE_LOW, IPT_UNKNOWN )
	PORT_BIT( 0x08, IP_ACTIVE_LOW, IPT_UNKNOWN )    // Blank the screen. Disclaimer isn't shown.
	PORT_BIT( 0x10, IP_ACTIVE_HIGH, IPT_UNKNOWN )   // Otherwise hang the game when insert credits.
	PORT_BIT( 0x20, IP_ACTIVE_LOW, IPT_SERVICE ) PORT_CODE(KEYCODE_8)  PORT_TOGGLE PORT_NAME("Operator/Habilitation Key")
	PORT_BIT( 0x40, IP_ACTIVE_LOW, IPT_UNKNOWN )
	PORT_BIT( 0x80, IP_ACTIVE_LOW, IPT_SERVICE ) PORT_CODE(KEYCODE_9)  PORT_TOGGLE PORT_NAME("Audit/Test Mode Switch")


	PORT_START("DSW")
/*
  .-------------------------------+-----+-----+-----+-----+-----+-----+-----+-----.
  | DIP Switches                  |  1  |  2  |  3  |  4  |  5  |  6  |  7  |  8  |  Translation
  +-------------------------------+-----+-----+-----+-----+-----+-----+-----+-----+  -----------
  +-------------------------------+-----+-----+-----------------------------------+  [Game Mode]
  | Modo de Juego      Facil      | OFF | OFF |                                   |    Easy
  |                    Normal     | ON  | OFF |                                   |    Normal
  |                    Dura       | OFF | ON  |                                   |    Hard
  |                    Muy Dura   | ON  | ON  |                                   |    Very Hard
  +-------------------------------+-----+-----+-----+-----+-----------------------+  [Heart Appearance]
  | Aparicion          No         |           | OFF | OFF |                       |    No
  |    del             Poco       |           | ON  | OFF |                       |    Few
  |  Corazon           (n/c)      |           | OFF | ON  |                       |    n/c
  |                    Mucho      |           | ON  | ON  |                       |    Often
  +-------------------------------+-----------+-----+-----+-----+-----------------+  [RAM Clear]
  | Borrado de RAM     No         |                       | OFF |                 |    No
  |                    Si         |                       | ON  |                 |    Yes
  +-------------------------------+-----------------------+-----+-----+-----------+  [Leveling]
  | Nivelacion     Creditos IN/OUT|                             | OFF |           |    Credits IN/OUT
  |                Pagos/Apuestas |                             | ON  |           |    Payments/Bets
  +-------------------------------+-----------------------------+-----+-----+-----+  [Jackpot Limit]
  | Limite del Pozo    Alto       |                                   | OFF | OFF |    High
  |                    Normal     |                                   | ON  | OFF |    Normal
  |                    Bajo       |                                   | OFF | ON  |    Low
  |                    Muy Bajo   |                                   | ON  | ON  |    Very Low
  '-------------------------------+-----------------------------------+-----+-----'

  .------------------------+---+---+---+---+---+---+---+---.
  | Suggested DIP Switches | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 |
  +------------------------+---+---+---+---+---+---+---+---+
  | ON                     | * |   |   |   |   |   | * |   |
  +------------------------+---+---+---+---+---+---+---+---+
  | OFF                    |   | * | * | * | * | * |   | * |
  '------------------------+---+---+---+---+---+---+---+---'

   DSW Routing...

   BIT0 = DSW1-3
   BIT1 = DSW1-6
   BIT2 = DSW1-5
   BIT3 = DSW1-1
   BIT4 = DSW1-8
   BIT5 = DSW1-4
   BIT6 = DSW1-7
   BIT7 = DSW1-2

*/
	PORT_DIPNAME( 0x88, 0x80, "Modo de Juego (Game Mode)" )         PORT_DIPLOCATION("DSW1:1,2")
	PORT_DIPSETTING(    0x88, "Facil (easy)" )
	PORT_DIPSETTING(    0x80, "Normal (Normal)" )
	PORT_DIPSETTING(    0x08, "Dura (Hard)" )
	PORT_DIPSETTING(    0x00, "Muy Dura (Very Hard)" )

	PORT_DIPNAME( 0x21, 0x21, "Aparicion del Corazon (Heart Appearance)" ) PORT_DIPLOCATION("DSW1:3,4")
	PORT_DIPSETTING(    0x01, "n/c" )
	PORT_DIPSETTING(    0x21, "No (No)" )
	PORT_DIPSETTING(    0x20, "Poco (Few)" )
	PORT_DIPSETTING(    0x00, "Mucho (Often)" )

	PORT_DIPNAME( 0x04, 0x04, "Borrado de RAM (RAM Clear)" )        PORT_DIPLOCATION("DSW1:5")
	PORT_DIPSETTING(    0x04, DEF_STR( No ) )
	PORT_DIPSETTING(    0x00, DEF_STR( Yes ) )

	PORT_DIPNAME( 0x02, 0x02, "Nivelacion (Leveling)" )             PORT_DIPLOCATION("DSW1:6")
	PORT_DIPSETTING(    0x02, "Creditos IN/OUT (Credits IN/OUT)" )
	PORT_DIPSETTING(    0x00, "Pagos/Apuestas (Payments/Bets)" )

	PORT_DIPNAME( 0x50, 0x10, "Limite del Pozo (Jackpot Limit)" )   PORT_DIPLOCATION("DSW1:8,7")
	PORT_DIPSETTING(    0x00, "Muy Bajo (Very Low)" )
	PORT_DIPSETTING(    0x40, "Bajo (Low)" )
	PORT_DIPSETTING(    0x10, "Normal (Normal)" )
	PORT_DIPSETTING(    0x50, "Alto (High)" )


	PORT_START("UNK")   // Unknown input set
	PORT_BIT( 0x01, IP_ACTIVE_LOW, IPT_UNKNOWN )
	PORT_BIT( 0x02, IP_ACTIVE_LOW, IPT_UNKNOWN )
	PORT_BIT( 0x04, IP_ACTIVE_LOW, IPT_UNKNOWN )
	PORT_BIT( 0x08, IP_ACTIVE_LOW, IPT_UNKNOWN )
	PORT_BIT( 0x10, IP_ACTIVE_LOW, IPT_UNKNOWN )
	PORT_BIT( 0x20, IP_ACTIVE_LOW, IPT_UNKNOWN )
	PORT_BIT( 0x40, IP_ACTIVE_LOW, IPT_UNKNOWN )
	PORT_BIT( 0x80, IP_ACTIVE_HIGH, IPT_UNKNOWN )   // Should be active for Audit/Test Mode, also for boot...

INPUT_PORTS_END


/**************************************
*           Machine Driver            *
**************************************/

void kas89_state::kas89(machine_config &config)
{
	// basic machine hardware
	Z80(config, m_maincpu, MASTER_CLOCK/6);    // Confirmed
	m_maincpu->set_addrmap(AS_PROGRAM, &kas89_state::kas89_map);
	m_maincpu->set_addrmap(AS_IO, &kas89_state::kas89_io);
	TIMER(config, "kas89_nmi").configure_periodic(FUNC(kas89_state::nmi_cb), attotime::from_hz(138));

	Z80(config, m_audiocpu, MASTER_CLOCK/6);   // Confirmed
	m_audiocpu->set_addrmap(AS_PROGRAM, &kas89_state::audio_map);
	m_audiocpu->set_addrmap(AS_IO, &kas89_state::audio_io);
	TIMER(config, "kas89_snmi").configure_periodic(FUNC(kas89_state::sound_nmi_cb), attotime::from_hz(138));

	NVRAM(config, "nvram", nvram_device::DEFAULT_ALL_0);

	// video hardware
	v9938_device &v9938(V9938(config, "v9938", MASTER_CLOCK));
	v9938.set_screen_ntsc("screen");
	v9938.set_vram_size(VDP_MEM);
	v9938.int_cb().set_inputline("maincpu", 0);
	SCREEN(config, "screen", SCREEN_TYPE_RASTER);

	// sound hardware
	SPEAKER(config, "mono").front_center();

	GENERIC_LATCH_8(config, m_soundlatch);

	AY8910(config, "aysnd", MASTER_CLOCK/12).add_route(ALL_OUTPUTS, "mono", 1.0);    // Confirmed
}


/**************************************
*              ROM Load               *
**************************************/

ROM_START( kas89 )
	ROM_REGION( 0x10000, "maincpu", 0 )
	ROM_LOAD( "k89_original_program.bin", 0x0000, 0x8000, CRC(a02b3063) SHA1(f6b05f7c99da2c6719c21687521f841d357d0eb4) )

	ROM_REGION( 0x10000, "audiocpu", 0 )
	ROM_LOAD( "k89_27256_son_2a58.bin", 0x0000, 0x8000, CRC(26636631) SHA1(95fad6a047bb9145d679841aa3ab4d013895b1f7) )
ROM_END


/**************************************
*            Driver Init              *
**************************************/

/* This reflect how was connected the bus to the EPROM
   inside the epoxy CPU block. They used ultra-thin wires,
   just to melt down with the epoxy in case someone try to
   use a heat gun for epoxy removal purposes...

   Bus / Eprom

    D0-> D5
    D1-> D6
    D2-> D0
    D3-> D7
    D4-> D2
    D5-> D4
    D6-> D3
    D7-> D1

   A00-> A10
   A01-> A08
   A02-> A01
   A03-> A11
   A04-> A05
   A05-> A13
   A06-> A12
   A07-> A04
   A08-> A02
   A09-> A07
   A10-> A03
   A11-> A00
   A12-> A09
   A13-> A06
   A14-> A14
*/
void kas89_state::init_kas89()
{
	uint8_t *mem = memregion("maincpu")->base();
	int memsize = memregion("maincpu")->bytes();
	std::vector<uint8_t> buf;

	// Unscrambling data lines
	for (int i = 0; i < memsize; i++)
	{
		buf.push_back(bitswap<8>(mem[i], 3, 1, 0, 5, 6, 4, 7, 2));
	}

	// Unscrambling address lines
	for (int i = 0; i < memsize; i++)
	{
		mem[bitswap<16>(i, 15, 14, 5, 6, 3, 0, 12, 1, 9, 13, 4, 7, 10, 8, 2, 11)] = buf[i];
	}
}


/**************************************
*           Game Driver(s)            *
**************************************/

//     YEAR  NAME   PARENT  MACHINE  INPUT  CLASS        INIT        ROT    COMPANY       FULLNAME      FLAGS                    LAYOUT
GAMEL( 1989, kas89, 0,      kas89,   kas89, kas89_state, init_kas89, ROT90, "SFC S.R.L.", "Kasino '89", MACHINE_IMPERFECT_SOUND | MACHINE_SUPPORTS_SAVE, layout_kas89 )